The Printing Press Works!

elgrin

Mongoose
:D I have in my hot little hands (it really is good weather in this part of England today) hard physical evidence that the printer is in full swing, Players Guide AND Guide to the Uz. My happiness knows no bounds.
For information, both are black and white with 96 pages and Indices.
Thank you Mongeese!

Elgrin

P.S. For Troll-inclined member of the community 'Trolls' has 33 general pages about the Uz, 29 on Troll communities, 14 on playing the Uz and 33 on Troll religions.
 
What is the quality of the books (the material quality not the writing quality)?

Would you be able to tell the difference betweeen them and older bools if we had not been told about the Mongoose change over?
 
Court Jester: Material quality and printing are certainly at least on a par with the 'old' supplies.
The print is clear, clean and easy to read. Only outstanding question will be the colour printing, remember these are b&w, so the first colour volume will answer that question.
The cases feel identical and the cover colour art quality is excellent and bodes well for colour on the inside.
Generally you would be hard put to sort 'old' from new.

LBH: The binding is good quality, but (and this is the only minor cavil) it is not perfect yet. There is a minimal bit of alignment to improve in one of the volumes I received (I was greedy and got 2 PG's - one for a mate). I must stress that this is certainly not beyond acceptable limits - but I am picky. The value of the books in physical terms is fine: the content I have not fully assessed, but my initial impressions are good in a value for money aspect.

weasel_fierce: I am at work and so do not have it to hand, but there are new backgrounds for a large number of tribes/groups/races. There is some extra detail on inhabitants (both human and non-human) of Glorantha and bit extra introduction for those players not of the 25 year vintage. Overall I like the tone of it.

elgrin
 
:) Yup it's there, things like what do Bakers want spells for - Oh have you tried lighting a fire at 4-00am?
 
addendum

Now that I have had time to look properly at the Player's Guide here is a quick overview.
A newcomer's guide to playing RQ and in Glorantha - 6 pages
Specialist new backgrounds for various types, e.g. EWF, Orlanthi, Teshnans, Aldryami, Timnit, Centaurs. 28 pp
New professions, ditto,20pp
New Races - rather it is more detail on character creation for the list in backgrounds and so new to the Rulebook. That said the info is useful and is going to possibly allow re-thinking of some characters already created 5pp
New legendary abilities - as professions 9pp
New Gloranthan Spells - see professions 7pp
New equipment 14pp
FOLK MAGIC - Only 3 pages, but don't let that fool you. This section gives the basic rules and guidelines for creating your own Folk Magic as well as some basic spells. I have already started HouseRuling on this so they certainly interest me!

All in all, I think it's worth the cash for all GM's and most players. It deepens that personalities of the PC's and will encourage use of that most vital of RQ abilities, the player's imagination. Only one quibble on content - perhaps Races should have preceded Backgrounds etc.

Mogoose Steele and helpers deserves a large pat on the back as far as I am concerned. Now any comments from other purchasers?
 
Sinisalo said:
Is folk magic a bit like improvising affinities in Heroquest?

May seem strange - but I completely missed out Heroquest, so cannot answer directly.
Folk magic are spells of less than Mag 3 which have a Duration of 1 CA and cost 1MP/1Mag. They are available to a much wider audience and are due only to background. During generation the suggestion is a max of 3 pts of Folk magic.
For many GM's the question is going to be can they stack with Rune magic?
One of the Spells is Swordstrike = +5% per pt of Mag with a sword. Hold off for 2 CA's and add 10% for one CA to a blade with Bladesharp 4 ?

I am inclined to rule that the sacrifice should be rewarded, a big cost for one 'super chance'

elgrin
 
So are we saying that the GM has got to make them up or can the players improvise them from their knowledge of their culture?

Or is it take anything from runemagic and convert?
 
elgrin said:
LBH: The binding is good quality, but (and this is the only minor cavil) it is not perfect yet. There is a minimal bit of alignment to improve in one of the volumes I received (I was greedy and got 2 PG's - one for a mate). I must stress that this is certainly not beyond acceptable limits - but I am picky.

Yup, noticed that when I got home in one of the books I bought, nothing too serious though, suspect I may have been a bit unlucky as the other books I bought were just fine.

Well happy though overall

LBH
 
For those that are interested, Matt gave me a tuppence ha'penny tour of the printing presses, there are the following machines:

Colour printer
Black & White Printer
Guillotine
Laminator
Cover preparation station (Glues cover liner and cover together)
Coverputtingondevice

I may have forgotten about one or two items, but that's most of them.

The B&W was cranking out some Paranois something whilst I was there.

LBH
 
Sinisalo said:
So are we saying that the GM has got to make them up or can the players improvise them from their knowledge of their culture?

Or is it take anything from runemagic and convert?

There are about 15 ready-made Folk magic spells, these cover things as various as 'Ease Childbirth', through Bronzesmith to Darzunug Troll Slayer. The first two are self-explanatory, the last gives +10% with any spear if fighting an opponent from the Darzunug Troll clan. My interpretation is that they can be anything the player can suggest 'which reflects the background and profession of the character'(quoting). So it will become a co-operative exercise between the player and the GM, with undoubtedly a huge set of suggestions from arenas such as this.
If Mongoose Steele oversees this and feels I am not explaining it well enough, he may feel able to thow in some comments!

elgrin
 
Folk Magic actually fell under my preview, it is the one thing the Steeley One did not write for the book.

You have pretty much summed up how Folk Magic works. Because of the vast numbers of possible spells that gamers can come up with an exhaustive spell list was pretty much impossible to do - so it will be down to individual GMs and Players to add the flavour of this magic stystem as they see fit.

It is possible to convert most Rune Magic spell effects to the far weaker Folk Magic, the short spell list gives enough examples for Players and GMs alike to be able to come up with as many of these little enchantments as they can cope with.

If you are willing to cast multiple spells then Folk Magic can stack with Rune Magic, but because of the weak nature of the magic and very high comparative Magic Point cost I would not imagine too many warrior wasting their time with a minor Folk Magic enchantment if they already have Bladesharp 4, after all the magic is only potent for a single blow. They may need those extra points to cast healing.

I do feel for the poor old Darzunug Clan, though, I imagine they are going to take a hell of a beating in various campaigns from now on...
 
I'm just happy that it is finally getting into the hands of the players. It has been a long time coming, and I think that it helps answer several questions that many old-school Glorantha players were asking when we first released G:TsA.

I hope you guys enjoy it,
Bry
 
Mongoose Acolyte said:
I do feel for the poor old Darzunug Clan, though, I imagine they are going to take a hell of a beating in various campaigns from now on...

No because they have the folk magic "Be The Plucky Underdog", "strength in adversity" and "warn kin about strangers"
 
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